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RANK 3
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RANGE: Personal
INTUITION
DUR ATION: Immediate
INGREDIENT: Related item
You can ask a short “yes” or “no” question
about anything in the world. The GM must
answer “yes,” “no,” or “maybe.” She cannot
lie. The GM can choose “maybe” even if she
knows the answer, but believes that the true
answer may disrupt the game. Note that true
or false is not an objective fact, but is defined
by who is asking the question. This person’s
morals and beliefs can make something that is
true for her false for someone else.
TELEPATHY
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RANK 3
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RANGE: Near
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DUR ATION: One turn (15 minutes)
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INGREDIENT: Item belonging to the
victim
You can read the surface thoughts of another
person for a few minutes. Digging deeper for
memories is harder, and requires Power Level
2 or even more, depending on how fresh the
memory is.
You can also use this spell to send your
own thoughts to another person. In that case,
the range of the spell is LONG if you know the
target well. By sending thoughts of pain and
suffering, you can inflict damage to Wits or
Empathy equal to the Power Level. No effect
on monsters.
SYMBOLISM
The discipline of Symbolism uses runes,
esoteric signs and symbols that reflect the
underlying patterns of the world. It takes
advantage of the forces unleashed by a broad
spectrum of laws that are stretched, broken
or twisted by the influence of these symbols.
The signs of Symbolism can be carved,
drawn, or simply formed in the air by the
hands of a sorcerer. In any case, the Sorcerer
needs at least one free hand.
DRAW OR CARVE: Symbolism requires no ingredients
apart from the symbols themselves.
If they are carved or drawn in any way, they
count as ingredients from a rule standpoint,
meaning that the Power Level is increased by
1. Drawing a symbol takes a few minutes and
cannot be done in the heat of battle. Carving
a symbol into stone takes one Quarter Day or
SYMBOLISM
SPELL
RANK
Entice 1
Horrify 1
Paralyze 1
Blind 2
Illusion 2
Mind Trick 2
Puppeteer 3
Power Rune 3
Portal 3
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chapter 6